kts
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5edcc76a86
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interfacePrint is no longer directly called in non-interface contexts, but rather is handled by a messaging system. When one tile wishes to tell another tile a message, whether that be for descriptive purposes such as opening a door or otherwise, messageTile(Tile *sender, Tile *recipient, const char *message) is called. Within that, if the recipient->tid is PLAYER, then it calls interfacePrint. This will later be modified to check if the recipient->data->controller matches the actual user's controller (thus tying messages to particular users only). Also added was the basic struct for controller, but it is thus far unused in actual game code. The Controller will be used once a basic network/game structure is in order.
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2013-11-03 22:53:13 -08:00 |
kts
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c28a62d522
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As per usual, added a bunch of stuff and remember almost none of them. Most importantly, a console interface has been added that can be summoned by pressing the tilde key. Much of the functionality, including the less-than-stellar associative array (that acts as a function pointer) was ripped from the noirchat project. The only important commands are 'quit' and, for SDL, 'set_video widthxheight 0|1', with 0 representing windowed and 1 representing fullscreen. Both the curses and SDL client now have camera offsets, allowing for the center of the screen to always be centered on the player. There are plans to have the camera offset be relative to the distance from the edges of the map (so if the player is 25% from the left-side of the map, the camera offset would be 25% off center). Really in need of code clean-up and reorganization.
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2013-10-22 02:49:25 -07:00 |
kts
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675e6862c5
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Modified the devcpp projects to incorporate the many changes that have occurred since the last devcpp update. Also had to initialize the next and prev properties of Tiles created by newTile, as the generated executable segfaulted due to non-initialized pointers.
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2013-10-19 23:28:31 -07:00 |
kts
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29cdd11ec8
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Added basic NPC/monster functionality as well as a console system. Simply call ConsoleLog(&string) and it'll create a new ConsoleEntry, set the console_last_entry's next to it, set the new entry's prev to console_last_entry, and finally set console_last_entry to point to the new entry (functions very similarly to Tile Chains). This may later be changed to an array form so as to easily pull sections of the log from anywhere.
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2013-10-19 22:56:46 -07:00 |
kts
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4c204db4f3
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Added support for doors. A DoorTile is a fairly basic tile - at the moment - sporting a state int to specify its current state via STATE_OPEN, STATE_CLOSED, STATE_BROKEN, or STATE_MISSING. Graphically/ascii-ly, the proper visual appearance is acquired by multiplying the door id by the total door states(4) and adding the current state value to the result. For example, for a door with the id of 0, you would have visual tile 0 for closed, 1 for open, 2 for broken, and 3 for missing. Beyond the doors, the curses tiles were moved from interface/curses.(c/h) to tiles/curses_tiles.(c/h) - they should, at some point, be generated in a similar manner to the tiles for the SDL client (using pack_tiles).
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2013-10-17 15:11:29 -07:00 |
kts
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33ab0f2af2
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Renamed binary_to_c to pack_tiles and made it convert tiles/*.png to various char arrays in tiles/tiles.c and tiles/tiles.h. Added fully functional graphical tiles to the SDL client by using the tile's id and tid to point to the appropriate arrays in tiles.c/tiles.h. Also added proper displaying of multiple tiles on a tile chain, tile movement via gameMoveTile, tile line drawing via drawLine, along with other touch-ups
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2013-10-15 18:54:23 -07:00 |
kts
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5c7cc7d267
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Changed how the map is dynamically allocated, thus fixing the SDL client as well as the default client on non-powerpc architectures. Added a current_context function pointer that is called by the interface and governs how events/keypresses are handled in different contexts, such as walking or looking.
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2013-10-10 01:55:18 -07:00 |
kts
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e1a32045cf
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Added a ton of stuff, SDL compile is broken, probably due to malloc issues. Must check over code in different environments.
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2013-10-08 21:49:38 -07:00 |
kts
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2d7a45e0b5
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Map now resides on a multidimensional array titled map_matrix. This stores the Tiles in a Stack structure at each cell - I believe this should instead be changed so that each Tile instead has pointers to the previous and next Tiles, so that the map_matrix only holds Tile pointers rather than Stack structs containing some variable amount of Tile pointers. Also added a visible_matrix that denotes what tiles are visible to the player. This is simply a multi-dimensional array of ints that act as bit fields for various flags (such as TILE_VISIBLE, TILE_CAN_SEE, TILE_LIGHT_ONE, TILE_LIGHT_TWO, etc. - multiple light flags can be concatted to provide a broad array of light levels).
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2013-09-28 20:50:52 -07:00 |
kts
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1f973fc865
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Added basic player movement through playerMove(direction, distance). Also added an interface through which player commands are attached to a command id, so as to allow for functions to be called via a command id or, if later implemented, a string. Finally, implemented the moving of an @ in curses or a square in SDL via the arrow keys.
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2013-09-19 22:45:19 -07:00 |